Files
test/intern/cycles/scene/light_tree.cpp
2023-07-15 15:54:55 +10:00

621 lines
22 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/light_tree.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "util/progress.h"
CCL_NAMESPACE_BEGIN
float OrientationBounds::calculate_measure() const
{
if (this->is_empty()) {
return 0.0f;
}
float theta_w = fminf(M_PI_F, theta_o + theta_e);
float cos_theta_o = cosf(theta_o);
float sin_theta_o = sinf(theta_o);
return M_2PI_F * (1 - cos_theta_o) +
M_PI_2_F * (2 * theta_w * sin_theta_o - cosf(theta_o - 2 * theta_w) -
2 * theta_o * sin_theta_o + cos_theta_o);
}
OrientationBounds merge(const OrientationBounds &cone_a, const OrientationBounds &cone_b)
{
if (cone_a.is_empty()) {
return cone_b;
}
if (cone_b.is_empty()) {
return cone_a;
}
/* Set cone a to always have the greater theta_o. */
const OrientationBounds *a = &cone_a;
const OrientationBounds *b = &cone_b;
if (cone_b.theta_o > cone_a.theta_o) {
a = &cone_b;
b = &cone_a;
}
float cos_a_b = dot(a->axis, b->axis);
float theta_d = safe_acosf(cos_a_b);
float theta_e = fmaxf(a->theta_e, b->theta_e);
/* Return axis and theta_o of a if it already contains b. */
/* This should also be called when b is empty. */
if (a->theta_o + 5e-4f >= fminf(M_PI_F, theta_d + b->theta_o)) {
return OrientationBounds({a->axis, a->theta_o, theta_e});
}
/* Compute new theta_o that contains both a and b. */
float theta_o = (theta_d + a->theta_o + b->theta_o) * 0.5f;
if (theta_o >= M_PI_F) {
return OrientationBounds({a->axis, M_PI_F, theta_e});
}
/* Slerp between a and b. */
float3 new_axis;
if (cos_a_b < -0.9995f) {
/* Opposite direction, any orthogonal vector is fine. */
float3 unused;
make_orthonormals(a->axis, &new_axis, &unused);
}
else {
float theta_r = theta_o - a->theta_o;
float3 ortho = safe_normalize(b->axis - a->axis * cos_a_b);
new_axis = a->axis * cosf(theta_r) + ortho * sinf(theta_r);
}
return OrientationBounds({new_axis, theta_o, theta_e});
}
LightTreeEmitter::LightTreeEmitter(Object *object, int object_id) : object_id(object_id)
{
centroid = object->bounds.center();
light_set_membership = object->get_light_set_membership();
}
LightTreeEmitter::LightTreeEmitter(Scene *scene,
int prim_id,
int object_id,
bool need_transformation)
: prim_id(prim_id), object_id(object_id)
{
if (is_triangle()) {
float3 vertices[3];
Object *object = scene->objects[object_id];
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
Mesh::Triangle triangle = mesh->get_triangle(prim_id);
Shader *shader = static_cast<Shader *>(mesh->get_used_shaders()[mesh->get_shader()[prim_id]]);
for (int i = 0; i < 3; i++) {
vertices[i] = mesh->get_verts()[triangle.v[i]];
}
if (need_transformation) {
assert(!mesh->transform_applied);
const Transform &tfm = object->get_tfm();
for (int i = 0; i < 3; i++) {
vertices[i] = transform_point(&tfm, vertices[i]);
}
}
/* TODO: need a better way to handle this when textures are used. */
float area = triangle_area(vertices[0], vertices[1], vertices[2]);
measure.energy = area * average(shader->emission_estimate);
/* NOTE: the original implementation used the bounding box centroid, but triangle centroid
* seems to work fine */
centroid = (vertices[0] + vertices[1] + vertices[2]) / 3.0f;
const bool is_front_only = (shader->emission_sampling == EMISSION_SAMPLING_FRONT);
const bool is_back_only = (shader->emission_sampling == EMISSION_SAMPLING_BACK);
if (is_front_only || is_back_only) {
/* One-sided. */
measure.bcone.axis = safe_normalize(
cross(vertices[1] - vertices[0], vertices[2] - vertices[0]));
if (is_back_only) {
measure.bcone.axis = -measure.bcone.axis;
}
if ((need_transformation || mesh->transform_applied) &&
transform_negative_scale(object->get_tfm()))
{
measure.bcone.axis = -measure.bcone.axis;
}
measure.bcone.theta_o = 0;
}
else {
/* Double sided: any vector in the plane. */
measure.bcone.axis = safe_normalize(vertices[0] - vertices[1]);
measure.bcone.theta_o = M_PI_2_F;
}
measure.bcone.theta_e = M_PI_2_F;
for (int i = 0; i < 3; i++) {
measure.bbox.grow(vertices[i]);
}
light_set_membership = object->get_light_set_membership();
}
else {
assert(is_light());
Light *lamp = scene->lights[object_id];
LightType type = lamp->get_light_type();
const float size = lamp->get_size();
float3 strength = lamp->get_strength();
centroid = scene->lights[object_id]->get_co();
measure.bcone.axis = normalize(lamp->get_dir());
if (type == LIGHT_AREA) {
measure.bcone.theta_o = 0;
measure.bcone.theta_e = lamp->get_spread() * 0.5f;
/* For an area light, sizeu and sizev determine the 2 dimensions of the area light,
* while axisu and axisv determine the orientation of the 2 dimensions.
* We want to add all 4 corners to our bounding box. */
const float3 half_extentu = 0.5f * lamp->get_sizeu() * lamp->get_axisu() * size;
const float3 half_extentv = 0.5f * lamp->get_sizev() * lamp->get_axisv() * size;
measure.bbox.grow(centroid + half_extentu + half_extentv);
measure.bbox.grow(centroid + half_extentu - half_extentv);
measure.bbox.grow(centroid - half_extentu + half_extentv);
measure.bbox.grow(centroid - half_extentu - half_extentv);
/* Convert irradiance to radiance. */
strength *= M_1_PI_F;
}
else if (type == LIGHT_POINT) {
measure.bcone.theta_o = M_PI_F;
measure.bcone.theta_e = M_PI_2_F;
/* Point and spot lights can emit light from any point within its radius. */
const float3 radius = make_float3(size);
measure.bbox.grow(centroid - radius);
measure.bbox.grow(centroid + radius);
strength *= 0.25f * M_1_PI_F; /* eval_fac scaling in `spot.h` and `point.h` */
}
else if (type == LIGHT_SPOT) {
measure.bcone.theta_o = 0;
const float unscaled_theta_e = lamp->get_spot_angle() * 0.5f;
const float len_u = len(lamp->get_axisu());
const float len_v = len(lamp->get_axisv());
const float len_w = len(lamp->get_dir());
measure.bcone.theta_e = fast_atanf(fast_tanf(unscaled_theta_e) * fmaxf(len_u, len_v) /
len_w);
/* Point and spot lights can emit light from any point within its radius. */
const float3 radius = make_float3(size);
measure.bbox.grow(centroid - radius);
measure.bbox.grow(centroid + radius);
strength *= 0.25f * M_1_PI_F; /* eval_fac scaling in `spot.h` and `point.h` */
}
else if (type == LIGHT_BACKGROUND) {
/* Set an arbitrary direction for the background light. */
measure.bcone.axis = make_float3(0.0f, 0.0f, 1.0f);
/* TODO: this may depend on portal lights as well. */
measure.bcone.theta_o = M_PI_F;
measure.bcone.theta_e = 0;
/* integrate over cosine-weighted hemisphere */
strength *= lamp->get_average_radiance() * M_PI_F;
}
else if (type == LIGHT_DISTANT) {
measure.bcone.theta_o = 0;
measure.bcone.theta_e = 0.5f * lamp->get_angle();
}
if (lamp->get_shader()) {
strength *= lamp->get_shader()->emission_estimate;
}
/* Use absolute value of energy so lights with negative strength are properly supported in the
* light tree. */
measure.energy = fabsf(average(strength));
light_set_membership = lamp->get_light_set_membership();
}
}
static void sort_leaf(const int start, const int end, LightTreeEmitter *emitters)
{
/* Sort primitive by light link mask so that specialized trees can use a subset of these. */
if (end > start) {
std::sort(emitters + start,
emitters + end,
[](const LightTreeEmitter &a, const LightTreeEmitter &b) {
return a.light_set_membership < b.light_set_membership;
});
}
}
bool LightTree::triangle_usable_as_light(Mesh *mesh, int prim_id)
{
int shader_index = mesh->get_shader()[prim_id];
if (shader_index < mesh->get_used_shaders().size()) {
Shader *shader = static_cast<Shader *>(mesh->get_used_shaders()[shader_index]);
if (shader->emission_sampling != EMISSION_SAMPLING_NONE) {
return true;
}
}
return false;
}
void LightTree::add_mesh(Scene *scene, Mesh *mesh, int object_id)
{
size_t mesh_num_triangles = mesh->num_triangles();
for (size_t i = 0; i < mesh_num_triangles; i++) {
if (triangle_usable_as_light(mesh, i)) {
emitters_.emplace_back(scene, i, object_id);
}
}
}
LightTree::LightTree(Scene *scene,
DeviceScene *dscene,
Progress &progress,
uint max_lights_in_leaf)
: progress_(progress), max_lights_in_leaf_(max_lights_in_leaf)
{
KernelIntegrator *kintegrator = &dscene->data.integrator;
local_lights_.reserve(kintegrator->num_lights - kintegrator->num_distant_lights);
distant_lights_.reserve(kintegrator->num_distant_lights);
/* When we keep track of the light index, only contributing lights will be added to the device.
* Therefore, we want to keep track of the light's index on the device.
* However, we also need the light's index in the scene when we're constructing the tree. */
int device_light_index = 0;
int scene_light_index = 0;
for (Light *light : scene->lights) {
if (light->is_enabled) {
if (light->light_type == LIGHT_BACKGROUND || light->light_type == LIGHT_DISTANT) {
distant_lights_.emplace_back(scene, ~device_light_index, scene_light_index);
}
else {
local_lights_.emplace_back(scene, ~device_light_index, scene_light_index);
}
device_light_index++;
}
scene_light_index++;
}
/* Similarly, we also want to keep track of the index of triangles of emissive objects. */
int object_id = 0;
for (Object *object : scene->objects) {
if (progress_.get_cancel()) {
return;
}
light_link_receiver_used |= (uint64_t(1) << object->get_receiver_light_set());
if (!object->usable_as_light()) {
object_id++;
continue;
}
mesh_lights_.emplace_back(object, object_id);
object_id++;
/* Only count unique meshes. */
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
auto map_it = offset_map_.find(mesh);
if (map_it == offset_map_.end()) {
offset_map_[mesh] = num_triangles;
num_triangles += mesh->num_triangles();
}
}
}
LightTreeNode *LightTree::build(Scene *scene, DeviceScene *dscene)
{
if (local_lights_.empty() && distant_lights_.empty() && mesh_lights_.empty()) {
return nullptr;
}
const int num_mesh_lights = mesh_lights_.size();
int num_local_lights = local_lights_.size() + num_mesh_lights;
const int num_distant_lights = distant_lights_.size();
/* Create a node for each mesh light, and keep track of unique mesh lights. */
std::unordered_map<Mesh *, std::tuple<LightTreeNode *, int, int>> unique_mesh;
uint *object_offsets = dscene->object_lookup_offset.alloc(scene->objects.size());
emitters_.reserve(num_triangles + num_local_lights + num_distant_lights);
for (LightTreeEmitter &emitter : mesh_lights_) {
Object *object = scene->objects[emitter.object_id];
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
emitter.root = create_node(LightTreeMeasure::empty, 0);
auto map_it = unique_mesh.find(mesh);
if (map_it == unique_mesh.end()) {
const int start = emitters_.size();
add_mesh(scene, mesh, emitter.object_id);
const int end = emitters_.size();
unique_mesh[mesh] = std::make_tuple(emitter.root.get(), start, end);
emitter.root->object_id = emitter.object_id;
}
else {
emitter.root->make_instance(std::get<0>(map_it->second), emitter.object_id);
}
object_offsets[emitter.object_id] = offset_map_[mesh];
}
/* Build a subtree for each unique mesh light. */
parallel_for_each(unique_mesh, [this](auto &map_it) {
LightTreeNode *node = std::get<0>(map_it.second);
int start = std::get<1>(map_it.second);
int end = std::get<2>(map_it.second);
recursive_build(self, node, start, end, emitters_.data(), 0, 0);
node->type |= LIGHT_TREE_INSTANCE;
});
task_pool.wait_work();
/* Update measure. */
parallel_for_each(mesh_lights_, [&](LightTreeEmitter &emitter) {
Object *object = scene->objects[emitter.object_id];
Mesh *mesh = static_cast<Mesh *>(object->get_geometry());
LightTreeNode *reference = std::get<0>(unique_mesh.find(mesh)->second);
emitter.measure = emitter.root->measure = reference->measure;
/* Transform measure. The measure is only directly transformable if the transformation has
* uniform scaling, otherwise recount all the triangles in the mesh with transformation. */
/* NOTE: in theory only energy needs recalculating: #bbox is available via `object->bounds`,
* transformation of #bcone is possible. However, the computation involves eigendecomposition
* and solving a cubic equation (https://doi.org/10.1016/j.nima.2009.11.075 section 3.4), then
* the angle is derived from the major axis of the resulted right elliptic cone's base, which
* can be an overestimation. */
if (!mesh->transform_applied && !emitter.measure.transform(object->get_tfm())) {
emitter.measure.reset();
size_t mesh_num_triangles = mesh->num_triangles();
for (size_t i = 0; i < mesh_num_triangles; i++) {
if (triangle_usable_as_light(mesh, i)) {
emitter.measure.add(LightTreeEmitter(scene, i, emitter.object_id, true).measure);
}
}
}
});
for (LightTreeEmitter &emitter : mesh_lights_) {
emitter.root->measure = emitter.measure;
}
/* Could be different from `num_triangles` if only some triangles of an object are emissive. */
const int num_emissive_triangles = emitters_.size();
num_local_lights += num_emissive_triangles;
/* Build the top level tree. */
root_ = create_node(LightTreeMeasure::empty, 0);
/* All local lights and mesh lights are grouped to the left child as an inner node. */
std::move(local_lights_.begin(), local_lights_.end(), std::back_inserter(emitters_));
std::move(mesh_lights_.begin(), mesh_lights_.end(), std::back_inserter(emitters_));
recursive_build(
left, root_.get(), num_emissive_triangles, num_local_lights, emitters_.data(), 0, 1);
task_pool.wait_work();
/* All distant lights are grouped to the right child as a leaf node. */
root_->get_inner().children[right] = create_node(LightTreeMeasure::empty, 1);
for (int i = 0; i < num_distant_lights; i++) {
root_->get_inner().children[right]->add(distant_lights_[i]);
}
sort_leaf(0, num_distant_lights, distant_lights_.data());
root_->get_inner().children[right]->make_distant(num_local_lights, num_distant_lights);
root_->measure = root_->get_inner().children[left]->measure +
root_->get_inner().children[right]->measure;
root_->light_link = root_->get_inner().children[left]->light_link +
root_->get_inner().children[right]->light_link;
/* Root nodes are never meant to be be shared, even if the local and distant lights are from the
* same light linking set. Attempting to sharing it will make it so the specialized tree will
* try to use the same root as the default tree. */
root_->light_link.shareable = false;
std::move(distant_lights_.begin(), distant_lights_.end(), std::back_inserter(emitters_));
return root_.get();
}
void LightTree::recursive_build(const Child child,
LightTreeNode *inner,
const int start,
const int end,
LightTreeEmitter *emitters,
const uint bit_trail,
const int depth)
{
if (progress_.get_cancel()) {
return;
}
LightTreeNode *node;
if (child == self) {
/* Building subtree. */
node = inner;
}
else {
inner->get_inner().children[child] = create_node(LightTreeMeasure::empty, bit_trail);
node = inner->get_inner().children[child].get();
}
/* Find the best place to split the emitters into 2 nodes.
* If the best split cost is no better than making a leaf node, make a leaf instead. */
int split_dim = -1, middle;
if (should_split(emitters, start, middle, end, node->measure, node->light_link, split_dim)) {
if (split_dim != -1) {
/* Partition the emitters between start and end based on the centroids. */
std::nth_element(emitters + start,
emitters + middle,
emitters + end,
[split_dim](const LightTreeEmitter &l, const LightTreeEmitter &r) {
return l.centroid[split_dim] < r.centroid[split_dim];
});
}
/* Recursively build the left branch. */
if (middle - start > MIN_EMITTERS_PER_THREAD) {
task_pool.push(
[=] { recursive_build(left, node, start, middle, emitters, bit_trail, depth + 1); });
}
else {
recursive_build(left, node, start, middle, emitters, bit_trail, depth + 1);
}
/* Recursively build the right branch. */
if (end - middle > MIN_EMITTERS_PER_THREAD) {
task_pool.push([=] {
recursive_build(right, node, middle, end, emitters, bit_trail | (1u << depth), depth + 1);
});
}
else {
recursive_build(right, node, middle, end, emitters, bit_trail | (1u << depth), depth + 1);
}
}
else {
sort_leaf(start, end, emitters);
node->make_leaf(start, end - start);
}
}
bool LightTree::should_split(LightTreeEmitter *emitters,
const int start,
int &middle,
const int end,
LightTreeMeasure &measure,
LightTreeLightLink &light_link,
int &split_dim)
{
const int num_emitters = end - start;
if (num_emitters < 2) {
if (num_emitters) {
/* Do not try to split if there is only one emitter. */
measure = emitters[start].measure;
light_link = LightTreeLightLink(emitters[start].light_set_membership);
}
return false;
}
middle = (start + end) / 2;
BoundBox centroid_bbox = BoundBox::empty;
for (int i = start; i < end; i++) {
centroid_bbox.grow((emitters + i)->centroid);
}
const float3 extent = centroid_bbox.size();
const float max_extent = max4(extent.x, extent.y, extent.z, 0.0f);
/* Check each dimension to find the minimum splitting cost. */
float total_cost = 0.0f;
float min_cost = FLT_MAX;
for (int dim = 0; dim < 3; dim++) {
/* If the centroid bounding box is 0 along a given dimension and the node measure is already
* computed, skip it. */
if (centroid_bbox.size()[dim] == 0.0f && dim != 0) {
continue;
}
const float inv_extent = 1 / (centroid_bbox.size()[dim]);
/* Fill in buckets with emitters. */
std::array<LightTreeBucket, LightTreeBucket::num_buckets> buckets;
for (int i = start; i < end; i++) {
const LightTreeEmitter *emitter = emitters + i;
/* Place emitter into the appropriate bucket, where the centroid box is split into equal
* partitions. */
int bucket_idx = LightTreeBucket::num_buckets *
(emitter->centroid[dim] - centroid_bbox.min[dim]) * inv_extent;
bucket_idx = clamp(bucket_idx, 0, LightTreeBucket::num_buckets - 1);
buckets[bucket_idx].add(*emitter);
}
/* Precompute the left bucket measure cumulatively. */
std::array<LightTreeBucket, LightTreeBucket::num_buckets - 1> left_buckets;
left_buckets.front() = buckets.front();
for (int i = 1; i < LightTreeBucket::num_buckets - 1; i++) {
left_buckets[i] = left_buckets[i - 1] + buckets[i];
}
if (dim == 0) {
/* Calculate node measure by summing up the bucket measure. */
measure = left_buckets.back().measure + buckets.back().measure;
light_link = left_buckets.back().light_link + buckets.back().light_link;
/* Degenerate case with co-located emitters. */
if (is_zero(centroid_bbox.size())) {
break;
}
/* If the centroid bounding box is 0 along a given dimension, skip it. */
if (centroid_bbox.size()[dim] == 0.0f) {
continue;
}
total_cost = measure.calculate();
if (total_cost == 0.0f) {
break;
}
}
/* Precompute the right bucket measure cumulatively. */
std::array<LightTreeBucket, LightTreeBucket::num_buckets - 1> right_buckets;
right_buckets.back() = buckets.back();
for (int i = LightTreeBucket::num_buckets - 3; i >= 0; i--) {
right_buckets[i] = right_buckets[i + 1] + buckets[i + 1];
}
/* Calculate the cost of splitting at each point between partitions. */
const float regularization = max_extent * inv_extent;
for (int split = 0; split < LightTreeBucket::num_buckets - 1; split++) {
const float left_cost = left_buckets[split].measure.calculate();
const float right_cost = right_buckets[split].measure.calculate();
const float cost = regularization * (left_cost + right_cost);
if (cost < total_cost && cost < min_cost) {
min_cost = cost;
split_dim = dim;
middle = start + left_buckets[split].count;
}
}
}
return min_cost < total_cost || num_emitters > max_lights_in_leaf_;
}
__forceinline LightTreeMeasure operator+(const LightTreeMeasure &a, const LightTreeMeasure &b)
{
LightTreeMeasure c(a);
c.add(b);
return c;
}
LightTreeBucket operator+(const LightTreeBucket &a, const LightTreeBucket &b)
{
return LightTreeBucket(a.measure + b.measure, a.light_link + b.light_link, a.count + b.count);
}
LightTreeLightLink operator+(const LightTreeLightLink &a, const LightTreeLightLink &b)
{
LightTreeLightLink c(a);
c.add(b);
return c;
}
CCL_NAMESPACE_END